Dungeons of Dredmor Complete

CORE: • FIXED: various issues with saving and loading games, including but not limited to your inventory disappearing, your save games breaking, and you losing levels when entering or leaving the pocket dimension.• FIXED: The Traditional Achievement Fixing Ritual has been performed. (Please join in at home by chanting to the Pterodactyl Wizards until you feel the icy grasp of their claws upon your shoulderblades.)• FIXED: primary stats not being buffed by skills• FIXED: game now runs correctly on machines with international localizations.• FIXED: aggressively regenerate levels when a level has been deleted from a save game.• FIXED: instructions now included on Magic Box pop-up.• FIXED: sight radius could not be decreased• FIXED: flickering up/down buttons in the skills tree• FIXED: phantom slots on skills grid• FIXED: crash clicking "next" on tutorial button• FIXED: at low resolutions, wizard key falls offscreen at 2x mode• FIXED: magic box could be exploited to steal from shops• FIXED: Steam overlay not working in -opengl mode• FIXED: missing expansion2 caused problems with expansion3• FIXED: spell points could result in negative mana• FIXED: dagger and polearm bonuses now only apply when wielding a dagger or a polearm• FIXED: Confiscate Evidence allowed theft• FIXED: rutabagas would dash repeatedly at you, either killing you instantly or locking the game• FIXED: named monsters no longer spawn in Mysterious Portals in enormous piles• FIXED: clicking the Digest button in the pocket dimension no longer freezes the game• FIXED: item stacking problems• FIXED: buff stacking problems• FIXED: skill level is now actively checked when encrusting a weapon• FIXED: when we add a steam achievement, we also add the local achievement• FIXED: some local achievements• FIXED: transmuting monsters could repeatedly set off traps• FIXED: various other polymorphing monster crashes• FIXED: Insufficient terrifying and foreboding graffiti on the walls. Added terrifying and foreboding graffiti to the walls in preparation for the Ominous Countdown.• FIXED: Brittle stacks do not refresh after changing levels.• FIXED: "Platinum Ring" removed from Lucky Find spawnlist because it doesn't exist.• Increased all monster perception values.• Slightly nerfed first level polearm skill.• Fixed polearm stance effects that weren't firing.• Made high level polearms harder to craft.• Lucky pick automatically opens locked doors without requiring a lockpick, and no longer requires Lockpick Spamming.• Radiant Aura, Magic Steel buff stacksize capped at 1.• tweaked Healing Rain effect.• tweaked This Root Shall Suffer to cause more suffering.• Fixed some random spelling and grammar stuff.• UI: darkened Krong popup dialog background to make icons easier to read• UI: darkened resistance & damage extension widgets to make icons easier to read• Master of Arms description updated to reflect chance of triggering "Suit Up"• removed unnecessary skill category tags• Tentacular Infestation bolt no longer infests you with tentacles when it hits other people• Very Sharp Wall of Blades Stance now hits enemies with small amount of piercing/slashing when player is attacked ROTDG• Fixed Helm of Threepwood artifact quality• enhanced the Broadside skill• added a new sound for Broadside YHTNTXP• FIXED: Ravens now make proper sounds. Quothing is involved.• FIXED: Mage's Mana Maille buff stacksize capped at 1• FIXED: All eruptors spawn fewer traps. It was getting ridiculous.• FIXED: Clockwork Knight: teleport animations removed from movement-based spells• FIXED: Puissant Veil now hits enemies with magic damage when player is attacked• FIXED: Multiple, multiple issues with the Arcane Capacitor. Who thought it was a good idea to have a spell with 200 lines of scripts for it anyway?COTW• FIXED: decreased monster charge attack damage (see: Deadly Rutabagas of Death)• FIXED: Insurance Fraud issues when used on a corpse.• FIXED: Encrustings would fire 100% of the time.• Communist healing skill may now fire commie debuffs• Hammer and Sickle can be found in the dungeon• Hammer is now craftable• Sandstorm nerfed (Sandstorm damages reduced, mana cost increased, additional player debuff added)• Asp Empowerment buff changed to fire less commonly• Damage scaling added to "Alien Weapon" skill• added special craftable Communist Armour & Helm • Bailout should now remove fiscal responsibility• Pyramid Scheme can now trigger correctly• Reform and Opening now actually pays out• gave minor passive bonuses to Tourist & Paranormal Investigator• added missing item definitions for Helm of Ultimate Knowledge and Shrat's Helm• added four new high-level daggers• Added some more Wizardlands so we don't keep running into that room with the Evil Clones all the time. (Wizardland Geometry may slightly change as a result.)

Deep within the pocket dimensions of the Wizardlands, the mighty Wizardkings plunge their hands greedily into their stashes of magical wizarding booze, desperately searching for more mana. Their time has passed, and they have faded into the drunken myths of obscurity. Some of them can still be seen on street corners, but most people just give them five zorkmids and walk away.

While the Wizardkings have faded into the hangover-fuelled mists of time, their artifacts of power corrupt the world. Powerful wizarding keys, strewn about the Dungeons of Dredmor during a grand night out, threaten the very reality of existence. Mystical wizarding graffiti, spray-painted on the walls during a particularily good party, holds the secrets of other worlds.

NOTE: This is a major patch. We have tried to keep save games compatible between versions, but if we have not succeeded we apologize. We also strongly recommend being patient around mods; it may take a little time for mod creators to get their work updated to run with the new version of Dredmor.

CORE:• SKILL: Two new skills, Daggers and Polearms.• SKILL: Accompanying new weapons for the Same.• SKILL: Shields: Defensive Bash changed to scale damage by block%• SKILL: Miscellaneous, undecipherable skill tweaks that absolutely nobody will notice.• CORE: burn="1" effect removed from game.• CORE: Minibosses!• CORE: Charging, dashing monster attacks and types• ITEM: Bolt of Mass Destruction: uses a more correct Blinding Flash effect• UI: New screens in-game for achievements• UI: Auto-SKOL! ALT-SHIFT-CLICK to automatically convert any item in your inventory to Lutefisk.• UI: 2X controls are now on individual elements, instead of a global setting• UI: Character window can now be dragged around the screen.• UI: Crafting now has useful tooltips.• UI: Lutefisk Cube now also has a tooltip. (Mainly, it tells you that you have Lutefisk. It's not a very useful tooltip.)• UI: Crafting now has a button to access it on the belt panel.• UI: Buffs that are stacked now display the # of buffs in a stack, and provide a visual cue• UI: Page count now exists in the Tutorial list• UI: You can now choose your title screen.• GAMEPLAY: Miniboss support.• FIXED: Fiery Wand now properly scales damage with Wandcrafting• FIXED: made some more sconces unpushable• FIXED: Glacial Burst Trap• FIXED: Playing for Both Teams Achievement should now trigger properly.• FIXED: position of "Digest" button on 2X UI widget• FIXED: Blackjack. Again. Hah.• FIXED: The weird random crash that you occasionally get going downstairs for no good reason. (We think.)• FIXED: Don't let user trapdoor through bottom floor of the dungeon when debugging things; that's bad.• NERFED: Promethean Magic. Again. This time via increased mana cost.• ART: Raven sprite moved to Core game.• ART: Raven sprite now slightly colorized.• SFX: A bunch of new sound effects.• GAMEPLAY: Drunkenness. It's a thing.• GAMEPLAY: Monsters now have a sight cone, and sneaking now works better. Monsters have two states, "suspicious" and "attempting to kill you."• GAMEPLAY: Added a Pocket Dimension, for your Storage Needs! Find a suitable set of Wizard Keys.• GAMEPLAY: Added new achievements! (Nobody expects these to work at this point, do they? Nah.)• MODS: Added "buff type" hints for removing buff effects from a particular skill tree.• MODS: Custom engravings now show tooltips if they have a description.• CORE: Total rewrite of the save-game system. Save games are now stored in directories. At some point, we will load things one level at a time (and make our autosave significantly better); this was not done for this build, but the framework is in place.• CORE: As an added bonus, loadsave.dat is now dead.• STEAM WORKSHOP: Various Steam Cloud issues.• STEAM WORKSHOP: Mods are now embedded in save games, so that Steam Workshop won't automatically update, overwriting your mods and breaking your save game.• STEAM WORKSHOP: Mods published to Steam Workshop are now tagged.RotDG:• SKILL: Level 5 Vegan will now only remove Vegan-related debuffs.• SKILL: The Cure will only remove one random debuff instead of all debuffs.YHTNTEP:• FIXED: Fixed a misplaced blocker in the Zomby Zoo.• FIXED: Capacitor had something broken with it. Somewhere. We fixed it.• SKILL: Made Essence of Battle removeable (and it'll take all your mana if you do remove it.)• SKILL: Player can no longer resist Empowered version of Chronomantic Twist.COTW: It exists. Go play!

Welp, I guess that’s it, then. We can’t escape it. The Steam Summer Sale’s returned, but honestly, can you remember a single moment before it began? Was there ever> a moment before it began? Maybe we’re trapped in some infinite, Groundhog-Day-style loop of spending, obligation, and guilt. Maybe we’ll never escape. Maybe this is the least threatening eternal hell loop ever conceived. But oh well, because look at all of the savings!

Don't forget to check back for a new Community Choice vote every 8 hours and new Flash sales throughout the day! You can also grab the Steam mobile app to make sure you never miss any great deals while you're on the go!

Complete information on all the savings, Flash Sales, Community Choice Votes and more may be found on www.steampowered.com.

I went back to Dungeons Of Dredmor recently, having realised it had expanded twice since I’d last played. The good news is it’s still as brilliant as ever. The bad news is, I’m still just as terrible at it. The brilliant news is, Kieron’s still just as cross that we’re all playing Rogue-likes now, after having ignored him about them for years. And the news news is, there’s to be another update “hastily named” Conquest Of The Wizardlands, due out soon. It’ll be adding not only new realms, but sneakiness and at last some weapon and armour augmentation crafting.

Suicidally deciding to launch during E3 – don’t they realise we have to post all the trailers, until such time as we are dead?> – is a free expansion for the lovely (if divisive) Dungeons of Dredmor. Despite the devs coming up with all manner of “new items, enemies, rooms, skills, and things to generally make your life Better and/or More Full of Death”, the one thing they couldn’t force their tired brains to do was devise a title for the new content. Hence, it is simply “You Have To Name The Expansion Pack.” I’m going to call mine Dungeons of Dredmor: George Osborne Is A Pasty-Faced Spawn Of An Earwig With A Weeping Sore Where His Soul Should Be. How about you? (more…)

The time to create and use all new horrifying traps, dazzling spells, and weapons of diabolical ferocity is upon us: the Dungeons of Dredmor Steam Workshop is now open for business.

Create and share all new monsters, items, skills, spells and dungeon rooms! Ever wanted an acid fireball? How about a skill that summons Diggle mages? A staff that explodes when you throw it and turns everyone who it kills into zombies? Easy. A trap that can only be disarmed by feeding it 10 gallons of Slivovitz plum brandy? A magical pear that summons a magical orange that summons a magical apple that summons the original magical pear? That's more like it.

The Steam Workshop makes it easy to find, play, and share quality custom content created by other fans. Simply head over to the Steam Workshop page, find a mod that you would like to play, and hit "Subscribe". The mod will be downloaded to just the right spot, and upon loading Dredmor you simply hit the "Mod" button on the launcher and pick which ones you want to load.

Or, if you want to try your hand at your own creations, head over to Dredmod.com and take a look at some tutorials on how to craft your own! We've included information on how to make and upload a mod, as well as some of the code that you can use to create completely unique content.

And while you're at it, check out the brand new DLC we launched today - it's totally free, and full of some of our all-time favorite fan-made content!

If you needed more reason to get excited about Dungeons of Dredmor, you can pick it up for a steal at 70% off when you buy before June 11th.

CORE: Astrology has been revised to make it a more appealing skill line.CORE: Fleshsmithing has been re-arranged and re-balanced. New skillorder: Zombyfycation, Knit Tissue, Fleshbore, Meatshield, Corpus Burst, Miasmatic Putrefaction.CORE: Zombyfycation is now an area-effect spell.CORE: Tinkering, smithing, alchemy and wand lore have now been extended by one skill point (via crafting, naturally.) You can now gain more exciting, passive bonuses. Everyone loves passive bonuses.CORE: Wands are generally better. Many effects now scale to your wandcrafting power.TRAPS: Caltrops added to the game. Why? Because your hatred tastes like the finest chocolate, that's why.FIXED: Achievements.ADDED: More achievements. (They're probably broken.)FIXED: Older, Mac OS X based machines with the Radeon x1660 Graphics Card will now run Dredmor correctly. (Also, they're a lot faster too.)FIXED: Removed the Mushroom Shuffler. You don't need to know what this is; just be thankful that we removed it.FIXED: Wand lore will no longer show up on artifacts.FIXED: Quest monsters will no longer spawn in walls.FIXED: Other things will no longer spawn in walls. Mainly, this applies to quest monsters.FIXED: The random zoo crash. We think.FIXED: Some issues where shopkeepers will refuse to appear in the right area.FIXED: Bolt machines. (We're not sure what we fixed; the notes just say "Bolt Machines." So that's fixed.)FIXED: Crossbows now correctly reduce the # of attacks on attack buffs.FIXED: The "affectCorpses" flag now works correctly on most spells.FIXED: Unarmed attacks will now trigger even if you have a crossbow. Boo-yah.ROTDG: Piracy is now significantly more ... interesting.ROTDG: Fixed percentages on "No, Now You Are The Demons"FIXED: Do not let the user load save games with mods, if they do not have those mods enabled.FIXED: Booze, food, consume buffs.FIXED: A Zillion Crash Bugs.FIXED: Ten Zillion XML Errors. (Thanks to Todd Moon for his excellent XML Validator, which taught us how to repair our own game. Also, how tolove.)FIXED: Dodging a monster attack will no longer trigger an onHit effect (Blobs of Corruption; Hungry and Thirsty Diggles; etc.)FIXED: Monsters stepping on blink traps will no longer apply the blink curse to the player.FIXED: Crafting UI will now refresh automatically when you open it.

AND...

STEAM WORKSHOP: It's On!EXPANSION PACK: You Have To Name the Expansion Pack is released! Enjoy the sweet, sweet taste of Nameable, Free, DLC!

I’d gladly welcome another expansion pack for Dungeons of Dredmor and I gladly shall when the next one arrives in the near future. To add to the glad, it’ll be free as well, having been constructed with “the cooperation of a handful of the Dredmor community’s top modders”. It’s not slight and full details of the contents are below. Not content with welcoming the mod community into their home, Gaslamp Games are also serving tea and biscuits, or at least that’s how I interpret the news that modding will now be integrated with the Steam Workshop. Mods for all, mods of all stripes, and also biscuits for those who would like them.